PSYCHO DEAD - mooncatalyst.official

A massive thank you to everyone in our community! Since the demo's release, your incredible support and valuable feedback have propelled PSYCHO DEAD past a huge milestone: 20,000 wishlists on steam!

From the very beginning, our small team has poured everything we have into bringing this vision to life. Your support, feedback, and encouragement have kept us going through every challenge — and this milestone belongs to you as much as it does to us.

Thank you to everyone who has played the demo, shared feedback, and supported us.


We’re also be part of Steam Scream Fest 2025! To celebrate this, we’ve released a major demo update featuring improvements and adjustments based on all your valuable feedback. (Full details can be found in the patch notes!)

Reaching this goal during the month of October feels uniquely fitting. To celebrate this spooky season, we're thrilled to share a sneak peek at a Gothic Outfit for Elixia!

This is incredible news for our team, and it motivates us more than ever.

Our goal is to make the full release an experience that lives up to your expectations. We look forward to sharing further development updates in the near future.

If you haven't yet, you can try the demo right here:

https://store.steampowered.com/app/3791840/PSYCHO_DEAD_Demo/If you’ve played the updated demo, please feel free to share your feedback with us. Every comment helps us continue improving PSYCHO DEAD.

Help us reach the next goal by wishlisting and following on Steam!

Your support means everything.

Fields of Mine - Demidos

We’re making steady progress on Fields of Mine! Right now, we’re testing new mechanics, experimenting with different field shapes, and getting closer to the moment when we can finally share the release date with you.

Oh, and we’ve just launched our Bluesky page! That’s where we’ll post updates, devlogs, and behind-the-scenes looks at the game — come follow us!

Little Sim World - Stefan

Hey everyone, it's Dev Story Time!

So we figured out yesterday that our Chinese crashes the game! The entire team scrambled to make sense of this issue that just would not make sense...

Turns out, after our last Unity Update, for reasons that still baffle us, a certain character started crashing the game, this one [c]"…"[/c], the Ellipsis, but only on certain specific types of text we have in the game, which was also impacting some of the German texts.

Today we woke up to find Unity released a new version that fixed this bug :) To address this, we're releasing a small patch update that contains this new Unity patch version to get the Chinese localization working properly again.

We're terribly sorry for the inconvenience it's caused. Thank you for your patience, especially to our Chinese and German localization enjoyers for the patience with this.

Game dev is fun sometimes...

,Little Sim World Team

Dying Light 2 Stay Human: Reloaded Edition - tech_sfetrovsky
Halloween returns to Villedor with a blend of familiar scares and new surprises. This year’s event combines the open-world experience with the Tower Raid: Halloween Run format introduced last year. Over three weeks, the event will evolve with new challenges, global goals, and rewards.

Halloween Showdown

Halloween returns to Villedor, and this year, it’s bigger, creepier, and packed with plenty of treats! The Halloween-themed decor can be found in various parts of the City once again. Pumpkintiles and seasonal infected roam the streets, dropping Halloween Candies when defeated.

This year’s Halloween event spans three weeks, each built around head-to-head faction contests that challenge players to pick a side and contribute to their faction’s success. Baka the Unfortunate once again serves as the event vendor and guide, distributing bounties, handling trades, and rewarding survivors who embrace the Halloween spirit.

The event runs over three consecutive week-long competitions. Each week presents a new pair of rival factions led by themed characters:

  • Week 1: Plague vs. Scarecrow
  • Week 2: Van Aiden vs. Count Skull
  • Week 3: CyberRaider vs. Cursed Pirate

By completing event activities across Villedor and in the Tower Raid mode, players earn a special event currency: a new type of Halloween Candy. These candies function similarly to previous years’ event tokens, but earning them may vary between weeks:

  • Week 1: you earn them by killing Halloween enemies across Villedor
  • Week 2: you earn them by playing Tower Raid
  • Week 3: you earn them by doing bounties on our Community Maps

Players can exchange these candies with Baka to contribute points toward a chosen faction’s goal. Both factions work toward milestones, and once the target is reached, all participants receive themed weapons corresponding to that matchup. However, the competition continues until the end of the week, encouraging players to keep contributing for a shot at an additional reward.

At the conclusion of each weekly competition, the faction that accrues the most points unlocks an exclusive character-themed charm for all players. These charms are visible in-game through the faction selection screen, allowing everyone to see the competing rewards and decide which team to support. Throughout the event, players can continue to earn candies and reputation by completing bounties, defeating seasonal enemies, exploring the City, and conquering Tower Raid’s haunted variant.

Speaking of Tower Raid, this Halloween features new layout variations, random modifiers, and a specially decorated rooftop arena culminating in a boss fight unique to this event. Long-time favorites Scarecrow, Plague, Van Aiden, and Cursed Pirate (who you will be able to keep after the event ends) return as playable characters. The new competitor, CyberRaider, joins the lineup with a futuristic, high-mobility combat style. To spice things up, each week we’ll be updating weapons and some items of those characters, so each playthrough will be a little different.

But that’s not all! Once the Tower’s doors open for Halloween scares, it will become permanently accessible as part of an update to the game, introducing the CyberRaider as a new playable character, alongside fresh floor layouts, rebalanced modifiers, and an expanded reward track. These additions deepen replayability while retaining the high challenge that defines the Tower Raid experience.

Game Updates
On top of all the Update 1.25 additions listed above, we’ve introduced the following fixes and improvements:

Co-Op
  • Fixed the issue with ropes being improperly attached when another player is using them
  • Fixed the issue when adding a Steam player to favorites on Epic marks them as offline
  • Fixed the issue with the “Hope Sprouts” quest, where enemies respawn again after killing them when one of the players comes to the quest location

Tower Raid
  • Fixed the issue with “Faulty Provisions” modifier making medkits (military and crafted) heal for nothing
  • Fixed the issue with zombies spawning in front of players after opening various doors

Gameplay
  • Fixed the issue with combat sometimes not consuming stamina
  • Fixed the issue with stamina requirements still being visible for some activities
  • Fixed the issue with Slide Jump still consuming stamina
  • Fixed the issue when, under some conditions, stamina was still consumed while climbing
  • Fixed the issue with Dash and Dart skills not using stamina
  • Fixed the issue with the objective marker in the Prologue failing to load if the player jumps over the fence and gets to the house before Spike
  • Fixed the issue where the interacting prompt appears delayed while searching the roof groves
  • Fixed the issue with the malfunctioning PK cannon in the Colonel’s bunker
  • Fixed the difficulty level of a Quarantine Standoff challenge, where weapon scaling with low level players makes the challenge almost impossible to complete on Hard difficulty
  • Fixed the issue with the flashlight turning off when the Player starts various conversations

Technical
  • Fixed the issue with game crashing after using the Grappling Hook on enemies
  • Fixed various lamps sometimes floating above the ground
  • Fixed the flickering sometimes being present on the ground near VNC Tower in the Garrison region
  • Fixed the issue with no subtitles showing in the starting cutscene of the Prologue
  • Fixed VO and subtitle discrepancies during the Prologue intro
  • Fixed the issue with the very first cutscene in the Prologue being unskippable
Dustgrave: A Sandbox RPG - OwNathan

Another hotfix has been uploaded, this one with a larger changelog!

IMPORTANT: we had to change some code related to how settings work, so starting this version of the game will reset all settings to default.

Changelog

  • Fixed a critical issue happening after dismissing the companion recruited in the Prologue before finishing that storyline. If you have a corrupted savegame because you dismissed the starting companion before finishing the prologue storyline, please get in contact with us at https://staff@innervoid.net and we will try to manually recover your savegame!

  • Fixed some string not showing properly on items.

  • Fixed some other issues blocking fights, we are still working on some other scenario and we will soon fix everything. All the people that sent us bug reports have our heartfelt gratitude!

  • Fixed Canneto's exit point to avoid people spawning on a hill when going back to the world map.

  • The name of hovered characters is now shown on the upper area of the screen, so that it's easier to identify allies and enemies.

  • Improved pathfinding in real-time to reduce player's clicks not being registered. We are actively reworking this aspect and will soon provide a much more performant and reliable fix, so that your characters will no longer stay still instead of moving.

  • Added proper sounds to certain Actions, like unique spells.

  • Reworked a few things in the combat UI so that the Actions bar immediately prevents clicks on the ground as soon as it starts appearing. This was made to prevent accidental movement when trying to select an Action right after finishing another one.

  • Fixed several missing characters in Chinese. They appeared as small squares due to them not being properly set in the font's texture.

  • Fixed several instances in which Chinese dialogues would show an empty string instead of the actual dialogue.

  • Fixed the Panavian Faction Trader never accepting to trade.

  • Fixed some barks showing "Invalid Faction".

  • Improved clarity on the World Map by changing Icons and not showing the name of secondary locations.

  • The name of the current Settlement is now shown in the Journal minimap.

  • Fixed an issue preventing Attacks of Opportunity from resetting at the end of the turn.

  • Fixed a rare issue with civilian AI that could generate null references.

  • Removed legacy code for Traumas that could lead to their appearance in rare circumstances.

  • Fixed a rare issue that could lead to items not being properly removed from the game's data, possibly leading to some bugs of different nature in longer playthroughs.

  • Fixed an issue with a perk modifier being added more than once and stacking until a game reload.

Thank you for your support!

Ship Explorer - Turbine Room Studio

Hello crew! Thank you so much for your continued patience and support as our team has been hard at work on Ship Explorer and its various upcoming updates and DLC. As you know, we have been working to get our next DLC ship, Bismarck, into your hands as soon as possible. As per our last update, this was slated for a late October release, but while the majority of the ship is packed up and ready to go, there remain some outstanding assets which still require attention and additional time to implement. On top of this, we are still waiting on Steam for approval of our DLC store page so that it can go live as intended. As such, we are now looking at a mid-November release, with Patrons receiving the DLC 7 days ahead of the public.

We will keep you all apprised of any updates as they become available. We look forward to you finally getting your hands on this awesome piece of historical content - trust us, it will be well worth the wait! In the meantime, we sincerely thank you all for your support and feedback on the initial release of the game, and for sticking with us as we continue to work to make Ship Explorer the best it can possibly be.

Stay tuned for more updates coming very soon!

~The Turbine Room Team

Borderlands 4 - erin_2k

Hey Vault Hunters! Welcome to “This Week on Kairos” - a weekly post where we share everything happening across the world of Borderlands 4, from developer updates to community highlights and beyond.

Every Friday, we’ll be here with the latest news, fan creations, dev spotlights, helpful resources, and anything else we think you’ll want to see. Whether you're looking to catch up, dive deeper, or just see what your fellow players are up to, this is the place.

Our Latest Update Notes:

We’ve rolled out several updates since launch, with more coming soon. Here’s what you may have missed:

https://store.steampowered.com/news/app/1285190/view/585031094705848475

A guide on how to submit a ticket can be found here:

https://steamcommunity.com/app/1285190/discussions/2/673972930559959886/

When you submit a ticket, please remember to attach your DxDiag or MSinfo file. If you need assistance with doing that, here’s a walkthrough:

https://support.borderlands.com/hc/en-us/articles/44564441894291-PC-How-do-I-attach-a-DxDiag-and-MSinfo-file

(Note: This section is going to be structured the same each week, so although it looks the same, rest assured it’s being updated weekly!)

Community Spotlight

We love celebrating players and their big wins. Here are a couple community members who unlocked IRL achievements:

This week’s theme: PUMPKINS! You all came up with some great jack-o'-lantern designs, and we want to show off a few of them.

u/lanky_sin

Squamatha

Ghost4Rider

Steam Community Screenshots

As you take screenshots and drop them in Steam, we’ll round up a few of our favorites for your viewing pleasure. Enjoy the beauty of chaos - er, I mean, Kairos!

https://steamcommunity.com/sharedfiles/filedetails/?id=3595937149https://steamcommunity.com/sharedfiles/filedetails/?id=3593946582https://steamcommunity.com/sharedfiles/filedetails/?id=3594439831https://steamcommunity.com/sharedfiles/filedetails/?id=3593790578

Behind the Team: Jeff Mott, Borderlands 4 Test Manager

Every week, we’re spotlighting one of the minds behind the mayhem. You’ll get to learn about folks from both Gearbox and 2K, and how each person who touches the game both influences and is influenced by Borderlands 4. This week, we're talking with Jeff Mott, 2K’s Test Manager:

What does “quality” mean to you beyond the checklist? How do you know when a game feels right?

Jeff:  To me, quality means doing our best to meet customer expectations. It isn't about finding every bug anymore; that's an impossible task. Games are simply too big and they're ever-changing. It's about finding the bugs that matter and advocating on behalf of the customer to get them fixed.

For me, achieving this goal comes down to collaboration and experience. There isn't a single person making this call; it's a discussion, backed up by data from multiple groups, to ultimately decide when something feels ready.

How do you make sure engineering decisions empower (not limit) art and design teams?

Jeff: This is all about finding the right balance. When a tester is new or at least new to a project, they need more guidance. And test cases are great for that. It helps them get familiar with what they're testing and become more comfortable with the game while contributing to vital tests we need to run. Once they're settled in, you start to give them the freedom and encouragement to go out and test with less direction, while still guiding them to try new things. 

I think this is crucial for broad test coverage, as different testers have different talents. One tester might be great at finding issues with balance and enemy behavior, another may be a natural at finding ways to break mission progress. Helping them identify and realize what they're good at, then giving them the freedom and support they need to shine, is how you build a great test team.

How do you personally handle the repetition and rigor of testing without burning out?

Jeff: One of the keys here is to remind yourself that we're all people and that people need breaks. Even if you love your job, you need time to set the work aside and recharge the batteries. At the end of the day, we're making something fun that we get to put into the hands of other people to enjoy, and that's just awesome! 

The other key is to build a team where no single person is a point of failure. No one should feel like if they take some time off, everything will fall apart. If that's true, then you haven't built a strong team. Having a support structure where anyone can take the time off they need and not worry that they'll come back to a disaster is how you avoid burnout. And I'm proud to say I've got that kind of team around me.

Community Creative Corner

Our community members aren’t just gamers—many of you are also artists. Whether it’s cosplay, digital art, or some yet-to-be-invented medium, we’re your biggest fans. Check out this week’s hand-picked fan creations:

hyde4lyfe

rism1223

krotiation

That’s it for this week—with more updates, more chaos, and maybe a few surprises coming next Friday. Until then: keep your ECHOnet tuned and your loot luck high.

Happy Hunting,
The Borderlands Team

https://store.steampowered.com/app/1285190/Borderlands_4/

Corner Shop: NightShift - Live Motion Games
Hey everyone!
Here’s what’s new in today’s regular update. Thanks for playing, sending feedback, and helping us sharpen the experience. 💚
🎮 Gameplay
  • Fixed various gameplay bugs and quest logic.

  • New & improved horror events in the subway and shop (plus a few extra mini-scares/teasers).

  • Reworked quest progression, including clearer penalties for wrong actions.

  • Progressive parcel chance added + fridge horror event.

  • Improved thief behavior and penalties.

  • Guides/prompts added for ID checks and parcels.

  • Progress bar for boxes + visualization of destruction/spoilage.

  • Cooler/Cold storage enlargements for smoother item flow.

🧍 Characters
  • Added mad customer animations and improved NPC reactions.

  • Fixed NPC and thief animation issues.

  • New animations for customers across common interactions.

🖥️ UI & UX
  • Added a checkbox to the Post Notice widget.

  • Improved Quest Board clarity and blocked the Shop Upgrade page when unavailable.

  • Enhanced cash register interactions and messages.

  • New toolbar for popular phone applications (faster access in the in-game phone).

🎧 Audio
  • New environmental SFX across interior and exterior spaces.

  • Updated voiceover reactions for horror scenes.

🖼️ Visuals
  • Graphic optimization pass; lighting optimized and graphics bugs fixed.

  • Rebuilt lights and improved reflections.

  • Added new stickers, wall calendar material, and glitch sign effects.

  • Medicine packaging refreshed for better readability.

  • New warehouse broken shelf assets for extra grit.

🧩 Misc
  • Added teaser content and minor scary events to deepen atmosphere.

As always, your feedback is incredibly valuable—keep it coming via the forums/Discord. If you hit any new issues after this update, please include steps to reproduce and your specs. Thank you! 💬🔧

Nocturnal Throne - Goutrial Game Dev

Welcome to the experimental branch of the game's demo. Keep in mind most features here will either be changed massively or removed. Also most features are a work in progress.

Please report any bugs in the discord server

EXPERIMENTAL - v0.1.2 Changelog

Additions:

+ Added a new item: Explosive Modulator

+ Added a new item: Fireworks

+ Added a new enemy: Spikey Mikey

+ Added a new enemy: Tiny Rock Minion

+ Added a setting to invert X and Y axis

+ Added a brief intermission between waves to give players a short rest

+ Added a new survivor: The Engineer

+ Every stage 1 map has a guaranteed Duplication Skull stand

+ Added a new modifier: "Got a license for that bruv?"

Changes:

- Buffed the jump-mine's damage 100% -> 225%

- Buffed the jump-mine's prime time 1 -> 0.55

- The pick up item UI has been changed

- Pick up item UI don't overlap now and wait till first has disappeared before showing the next

- Overhauled most HUDs

- Updated rogue model

- Updated knight model

- Updated Casino-Tropolis map

- Happy drone has been modelled and textured

- Boss prefixes now don't increase health past 1.5x

- Items now drop faster from chests and printers

- The Holy Sword now auto-aims

- Sword slashes now inherit projectile properties

- Buffed Holy Sword damage 110% -> 175%

- The fields stage 1 map is now smaller

- The ruins on a stage 1 map have been improved

- Players now get less health on level up 25% of base health -> 12.5% of base health

Fixes:

* Fixed a bug where harpy feathers would refresh whilst in the air

* Fixed item pickup UI overlapping a lot of game elements

Retchid - FromBeneathSoftware
Hello all,

Zombie here with the October update, giving you a brief run down on what we did and are doing.

Code

This month Solarsplace worked on the Toahuggoa (a giant toxic toad for episode 3)


The Gorgonops class has been updated.


A new function was made so that via blueprint we can force a stun on an enemy, good for specific things like Nub-Yeg's stun attacks and scripted events.

Some enhancements and fixes to the existing AI code base, for example AI weren't always facing you when attack so they would missing with their projectiles.

Art

This month I finished the models for the remaining enemies, some vfx, bug fixes, and began the animation work.

Nub-Yeg



Nub-Yeg is the enemy that Shoggoth will spawn during the boss fight. Right now it's using the Abyss Stalkers as place holder enemies.

A wandering mass of eyes and flesh, reading to unleash powerful projectiles as it gazes upon you.

A flying enemy type, with a large field of view so you'll have trouble getting the drop on this guy. But its weakness is that when you stun it, it'll vomit every where, damaging anything around it, including enemies and environmental destructibles.

Deep Ones



The Deep Ones are called upon to aid the Evoker in combat, they are small melee enemies that are quire fast, but have very little health. If not dealt with you could be easily surrounded.

Animation

Last week I started working on the animations for the enemies. I got about 100 new animations done and all the required AI setup that's needed to get all the animations working smoothly.

I also got all the tech work flow and hardware setup to create motion captured stuff for the game. So I'll blending the hand made stuff with motion captured work so it feels consistent across the game.

Nub-Yeg puking after a stun attack.


The Dholes (in a test map) all be alerted to the player


Here are some samples from the Charybdis, a flying enemy type from Episode 3.


Cheers for reading,

Zombie

...